Talisman is a land of mighty warriors and deadly wizards but even it not uneffected by crime. Controlling his own army of villainous henchmen the Bandit King is a hidden presence who can arrange for a theft, loan, or even the occasional assassination if the price is right.

The Bandit King

The Bandit King is a board personality located in the Village along with the Blacksmith, Healer, and Mystic. If a player is in the Village space and decides to visit him the Bandit King can supply allies, specialists, services, objects, and wealth (but you better pay him back!).
The Criminal and Illegal Objects cards are printed but are placed to the side and are not mixed in with regular Adventure cards.

Allies and Objects

The Bandit King will offer the assistance of his "associates" and a few select items- for the right price. All his associates are of the Criminal type and objects of the Illegal Object variety but as treated as ordinary Followers and Objects respectively except for the special rules contained here. To hire any of his associates or buy an object requires 3 Gold.

Services

The Bandit King also offers a variety of services for 3 Gold each.
ArsonRemove any one Place card on the board.
MurderRemove any one Enemy or Stranger card on the board.
RecoveryTake any unowned Object or Magic Object from any space.
SmugglingMove to the Woods space in the Middle Region.

Specialists

If the Assassin, Rogue, Spy, and Thief Characters are not being used by players they are still in the game..and work for the Bandit King!
A Character can spend 2 Gold to use one of these Specialists and immediately take three turns with one of them.
They do not encounter spaces or cards in those spaces or gain Strength, Craft, Gold, Lives, Spells, Objects (of any kind) or Followers. They cannot move into the Inner Region or cross from the Sentinel's space to the Middle Region athough the Bandit King will Smuggle one from the City to the Hills space for 3 Gold.

Loans

The Bandit King will offer to loan you 2, 4, or 6 Gold but you must pay back 3 Gold for every 2 to borrow (he's ain't no charity after all). You can pay your debt in whole or in part at any time.
If you begin a turn in a non-Outer Region space he adds 1 to your debt since he suspects you are trying to escape your obligation to him. If your debt goes to 10 Gold you are Marked for Death.

Marked for Death

When Marked for Death you have two major penalities.
First, you instantly lose all Criminal Followers and cannot have any further dealings with the Bandit King.
Second, any Character that defeats you in Combat or Psychic Combat can turn you over to the Bandit King instead of gaining other benefits. If he does he gets to roll a die and take an equal amount of Gold as a reward for turning you in. You are immediately are moved to the Village space. You then lose all your Objects (or all types) and Followers and 1-6 Lives (roll a die). If you live your debt is cleared but cannot have any further dealings with the Bandit King.
You can only lose your Marked for Death status by paying 10 Gold at once, making it to the Crown of Command space, or surviving the loss of Lives if another Character turns you over to the Bandit King.

Defeating the Bandit King

Any Character in the Village may visit the Bandit King and then attempt to destroy him.
This is treated as basic Combat and the Bandit King having a Strength of 12.
If the Bandit King is defeated all Characters Marked for Death status is now erased.
If he is defeated by a Good Character then the Character gains +2 Strength and Craft and the Bandit King is destroyed and cannot be visited for the rest of the game.
If he is defeated by an Evil Character then the Character takes the Bandit King Master Card. Any Character that takes this Characters last Life destroys him and can take a reward as if destroying the original Bandit King.
If he is defeated by a Neutral Character then either reward can be selected.

Minor Rule Changes

1. The Patrol and the Judge cause a Character to lose all his Criminal Followers and Illegal Objects on top of their normal effects.
2. A Character that draws a Law Event while he is in the City and has an Illegal Object gains a Warrant.
3. A Good Character that visits the Bandit King becomes Neutral.
4. Any Character that has the Bandit King command a Murder or use the Assassin becomes Evil.

Alternate Abilities

Useful for: any Good Character

Useful for: any Character that starts in the Village

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